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Jezvin

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About Jezvin

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  1. So I am not really actively playing but I decided to skill up my tree and look at some crafting stuff. Since I am looking to do gathering I was looking into plentiful harvest points on the tree and noticed that they are very far along and also dependent on alchemy. This lead me to think I didn't really need to log in until I got those points and/or alchemy leveled up. This struck me instantly as somewhat wrong and I thought back to Eve and remembered their stats in game effect your skill's training speed along with being able to get boosters in game to increase the stats it gave you a path through game play to increase your stats. And that brings me here, I feel there should be a way to "charge" a skill tree to make it level faster via in game methods. This doesn't need to be big maybe only like 10% faster, but just the fact that it's faster will drive game play base on a system that otherwise requires no game play to do. Ideally it would be something like dust or another item in game that could overly inflate and effect the economy, but it could also be related to the skill trees to promote the type of gameplay like if you have woodcutting you need a certain tier of logs to charge up that tree, or if your a blacksmith you need to charge it with crafted blacksmithing gear. I think the dust/economic impact way would be better and probably benefit the game more but the tree based one would seem kinda cool.
  2. It's way to deal with the common issues of PvP games with looting and snowballing. Although this version is poorly implemented and causes more barrier/snowball situations than solves.
  3. Jezvin

    Shade

    Nah, if anything they should just make all the elf races cuter. They really need to push the angle that the fae, wood elves, and high elves are magical. Just make everything associated with them ultra cartoony and extra cute. This way if you want to be a frostweaver/confessor you need to be a super cute elf and in no way resembling anything undead. Devs should listen to my awesome advice on this one.
  4. Minor discipline High Quality Prospector: Critical harvest only give 1 resource with an upgrade in tiers based on your critical amount. Instead of getting a bunch of mats when you clear a node you will get a chance at a higher than normal grade material. This would be a way for people very skilled in gathering to target specifically getting the best materials, you would need a significant amount of critical amount to make use of this skill.
  5. I want to see like Rat's nests or some kind of small animal dens that you just walk up to and skin like all these low tier resources. No need to add or kill animals just a harvesting node.
  6. Just so Weps won't get himself banned and UnDeAd is happy. O yeah join us.
  7. It seems we want similar things here, because I would love a GW1 style system. I took your post as a whole that the skill system shouldn't have a impact on combat, based on the current crowfall system I think I misinterpreted your comment "there is no exclusionary system in place" I thought you were attributing that to the veteran players not the new players. There needs to be exclusion for the veterans so they cannot use everything and have unmatched power, like the guild wars 1 action bar. So far crowfall doesn't represent this way, but there isn't extensive development of the skill tree either. But the skill tree does need to have impact, when you train a skill you need to feel like you have gained something, but with the current skill tree if you get stronger then it would lead to excluding new players because it's not shallow. It needs to be more like guild wars when you get a new skill you fell the impact of having a new skill but you can still only use the limited number at a time.
  8. This is a failing model for an MMO. Persistent progress is a defining mechanic for an MMO, as you play you are usually building something up and that thing is expected to stay around. whether it's your character or your castle or w/e that MMO has. Progress works into this persistence and needs to feel relevant for it to be satisfying. Crowfall already runs into a persistence issue with the resetting campaign worlds, also the player vs player looting and destruction. This makes the skill tree one of the more significant progress systems you have that will be persistent. Because of that there needs to be impact in the skill tree, as there should be impact in your EK because it's the other progress system. So given that persistent progress is key, Crowfall has the skill tree and the EK to develop this. But then crowfall runs into the age old PvP issue you can't make it so new players stand no chance without months and months of playing. The solution to this is always shallow and diverse systems that limit the amount of strength you can use at one time. Veterans are diverse, while new players are 1 trick ponies. Right now the skill tree does not really reflect this model, so there is an issue with it.
  9. Duelist or confessor If you are a good confessor(can do the dash jump) then you can get away from almost anything. But as a confessor you can still be chased if you can't get away.(by another confessor) Duelist can actually hide and stop a chase on them before it starts. But if you do get jumped as a duslist you will probably die. So if you want to run after getting jumped -> confessor If you want to try and avoid getting jumped -> duelist Just remember about stealth, they see you at around 28m and they only see you if you are in the front 180 degrees of their character.
  10. I wasn't thinking about this before much, but it does preset in a problem in the current setup. I think there is two issues in Crowfall's skill tree, compared to EvE that might cause this to be more of an issue for crowfall. First is the 1 dimensional depth of the universal tree, and second is the Archetype tree limited by class. For the first issue take weapons in the combat tree. This tree progresses like so: Combat basics -> Weapon Basics -> Weapon Familiarity -> Weapon Competency Every one of these trees is specializing in weapon damage, constantly getting better across the whole tree. New players simply will not be as relevant in a skill tree system like this. This brings us to the important distinction that EVE has, "Specialized roles" Every class of ship in EvE has it's role and can be useful. The smaller ships are much easier to train and the ideal ship for things like tackling which is needed for fighting so even if a player starts fresh he can train the quick skills that gives him a reason to be out there. This actually highlights a major concern where balance is not being forced into roles in crowfall. If everything's goal is to do more damage or more healing, then the diversity of the system is irrelevant and only the best classes are played(Bull, horse, girl). This type of game needs a more rocks paper scissors balance. Problem 2: Archetype depth. So this goes right back to problem 1 where you will want to be trained a good amount in the archetype, This may not matter too much depending on how the Vessel Quality system handles the skill training. But it then hit other negitives like once you are done with your classes you are pretty much done training.
  11. Yes that is the general idea. So training in a discipline will allow you to make better use of it, maybe make it so you can use the better quality ones and things they have said about the Vessel skill tree interaction instead applying to Disciplines and vessels being mainly a crafted thing. Option 1: Class promotions would then turn into disciplines, if you have that discipline in your vessel then you are that promotion class. Option 2: Create a new "thing" called General Disciplines that fit a Role, Tank, DPS, Support, and specialist. Where you need to select 1 for every vessel you make. These "General Disciplines" would also have the promotion classes, so instead of making a Knight vessel and selecting "Tank General Discipline", you select the "Promotion class General Discipline". I think option 1 would be smoother everything based around crafted vessels and Discipline training. Edit: Option 3 I just thought, you could also make it based on certain disciplines. So if you have a combo of Dsiciplines X,Y,Z attached to your character that makes you that promotion class. I like it but It also limits the options available to the character, and what you can do with promotion classes.
  12. Edit this was all wrong I don't know what I was thinking, only issue is just the expontial rate of stat increase.
  13. Ah yeah it would be 3x as much then the core mats ratio should be the same though I will fix it. And I think the plank for the handle only takes 3 logs to make so it's not really 3x as much but the point is illustrated I believe.
  14. This was not what I ran into crafting, but my crafting was done only with potions and no training in actual crafting skills. 10 tries to get an amazing success felt right around where I remember it but I have no data for it. But.... Krakken is right about me not taking into consideration blueprints, so while it's a rough process to get the weapon it gets considerably easier. and I figure I will work it out again cause why not. 12 craft pistol, going to assume all ingots, I think there is a plank in there but w/e Barrel 3 ingots body Trigger 1 ingot hammer thing 2 ingots Handle 1 plank, but we well just say ingots to keep it simple 10% chance to get an amazing success. Make the ingot blue print, that's 10x base mats of 3 ores 90 ores to make the ingot BP Blueprint we need a total of 7 ingots, at 10% rate we will need 70 of these ingots 70 ingots (630 ores) to make a BP for each of the pieces Now we have Barrel, trigger, hammer, handle BPs we need 10 bodies(trigger hammer handle) 4 ingots each(40 ingots)(360 ore) Now we make the body and barrel BPs and make 10 pistols to get the pistol BP for (630 ore) So with base mats of 63 ore it shouldn't take more than 1710 ore to make the perfect one. that is around 27x the base mats. To make the Amazing success item BP. This number is surprisingly close to what I had before, but that number was based on ONLY the final stage going for an amazing success. This number is for the whole weapon every piece down to the first ingot. Just the final stage in this method to compare to the one I did before would only be 210 ore or 10 times as much, because it's 10% chance. BPs are nice.
  15. That actually could work. I like the idea of the exponential system, but doing it like this it would be easier to make specific pieces of gear without having to worry about the whole process. So make all your amazing harvesting boosted ingots and then just turn them into w/e weapons since you want them for harvesting not killing. I think it would take out a little bit of the spice in the whole system.
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